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Developing Wearable Computer for Drivers
Gyouhyung Kyung(경규형),Songyi Chae(채송이),Kyung Hyun Nam,Kyungmin Lee,Wanjae Shin 한국자동차공학회 2010 한국자동차공학회 지부 학술대회 논문집 Vol.2010 No.12
A versatile wearable computer for drivers (VWCD) was proposed that can serve as a drowsy driving alerting system, a lane departure warning system (LDWS), a blind spot alerting system, and a u-Health system that monitors the driver’s heart rate. In the first development phase, LEDs, mini video displays, earphones, and vibrators functioned as visual, auditory and tactile displays, and these were all integrated on the eyeglass frame. One electrocardiographic electrode was attached to the VWCD to obtain the driver’s heart rate signal at the posterior auricular artery, and a gyro sensor was used to track the driver’s head position. Finally, a Bluetooth device was included to enable communication between VWCD and its mobile phone platform.
시각환경의 차이가 작업부하 및 작업수행에 미치는 영향에 관한 연구
채송이,경규형 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.5
Virtual reality systems use different types of display to provide visual information to users. The purpose of this study was to investigate whether there are any changes in task workload and performance when users do pointing tasks shown either on a typical desktop LCD display or on a binocular immersive HMD. It was also investigated whether users’ performance follows Fitts’ Law across different visual displa y types. Participants performed three distinct mouse movement tasks (vertical, horizontal, diagonal) on each display. Heart Rate Variability (HRV) was used to evaluate users’ workload, and Simulation Sickness Questionnaire (SSQ) was used to measure simulation sickness level perceived by users. The current study showed that Fitts’ Law holds regardless of display types, and users prefer to do pointing tasks on the LCD rather than on the HMD.
초, 중, 고등학생 진로 교육을 위한 인지공학 전문가 직업 분류
유찬양,경규형,곽영신,신관섭,조향숙,차대길,허준영 대한인간공학회 2012 대한인간공학회 학술대회논문집 Vol.2012 No.5
Objective: The job-tree related with cognitive engineering area is proposed to be used for career pathway design for elementary and secondary school students who have interests in cognitive engineering area. Background: Currently there is no clear reference on cognitive engineering-related jobs. Even though limiting the boundary of cognitive engineering-related jobs is not easy, providing list of jobs are necessary for young students to help them to choose cognitive science or engineering area as their future career. Method: Jobs related with cognitive science are collected from job dictionary and grouped using affinity diagram method. Results: The cognitive engineering-related jobs are categorized into 7 groups-cognitive science, electrical and computer engineering, system/control/safety, marketing, psychology/therapy/education, design, entertainment. Each group can be explained as a combination of more than two out of four different academic disciplines i.e. science, engineering, design and management.
웨어러블 컴퓨터의 현주소 및 성공적인 상용화를 위한 해결 과제
채송이,경규형 대한인간공학회 2009 대한인간공학회 학술대회논문집 Vol.2009 No.11
This paper reviewed research and evaluation methods used to design and develop wearable computers. Papers on wearable computers published between 1997 and 2009 were searched via selected online databases (i.e., IEEE Xplore, ACM, SpringerLink, Web of Science, Science Direct and Wiley Interscience). Initially indentified 550 publications were filtered using keywords (i.e., "wearable Computer" AND ("evaluation" OR “user study”)), resulting in 33 articles concerning user evaluations. Additionally selected were 22 papers on wearable computer evaluation from the International Symposiums on Wearable Computer (ISWC) from 1997 to 2008. Evaluation methods were categorized into 4 methods: Objective, Subjective, Qualitative and Usability, and limitations of previous and current wearable computers were identified. Finally, future work was highlighted to make the devices a mainstream electronics.
초·중·고생 대상 인지공학 이해를 위한 융합(STEAM)형 설계기반 프로그램
곽영신,신관섭,경규형,김성혜,전다은,유찬양,조향숙,차대길,허준영 대한인간공학회 2012 대한인간공학회 학술대회논문집 Vol.2012 No.5
Objective: Design-based STEAM program about cognitive engineering are developed for elementary and secondary school students. Background: Even though cognitive engineering is one of the most promising engineering areas, young students have little understanding on cognitive science or engineering in general. Method: To encourage young students to have interests on cognitive engineering, design-based STEAM program is developed based on flipped classroom-like model. Students engage in solving a given problem first and then hidden meaning (cognitive science) is hinted to them at the later stage. Results: Exemplary program, 'international vehicle license plate design' program is developed and applied to 10 different schools. Conclusion: The teachers and students who participate the program report that the program is interesting to conduct and helps them to understand cognitive engineering. Application: The proposed design-based STEAM program can be applied not only the cognitive engineering but also introducing other new engineering area to elementary or secondary students.